CatsVisor HUD

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SchrodingCat
Posts: 3
Joined: Sun Sep 16, 2018 1:34 am

CatsVisor HUD

Post by SchrodingCat »

CatsVisor HUD


Download

https://www.moddb.com/mods/brutal-doom/ ... widescreen

A Custom visor HUD based on KEENO7's Dynamic HUD (itself based on a script from HudSuper by sonic_HD87 and from sprites from UDV_v.20.12, D4T_Crucible and doomvisor_hudWWv1.1a)CatsVisorTitle

It's compatible now with Vanilla Doom, Brutal Doom v21 (+ some addons like tomtefars extension 1.10, mutators1.5.4, D2016Arsenal) and some other mods (Project Brutality 3.0, BeautifulDoom, HardDoom, SmoothDoom, ComplexDoom Clusterfuck, BrutalDoom64, BrutalDoom:BlackEdition, JohnnyDoom, BrutalDoomv20b, Weapons of Saturn and Final Doomer). Now works with 4:3 , 16:10 and 16:9 resolutions !


Redistribution/Modification

ANYBODY CAN ADD THIS MOD IN HIS MODPACK OR MAKE HIS OWN VERSION AND REDISTRIBUTE, ONLY DON'T FORGET TO CREDIT ME. (and if sky driver reads this, i'm sorry, i dunno why i can't send private messages here so i'm answering you this way :) )
Last edited by SchrodingCat on Sun Jul 28, 2019 1:55 am, edited 1 time in total.
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hoover1979
Posts: 209
Joined: Sun Jun 22, 2014 12:47 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Kadingir Sanctum, Hell (Postal Code: 666)
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Re: CatsVisor HUD

Post by hoover1979 »

Looks groovy!
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SchrodingCat
Posts: 3
Joined: Sun Sep 16, 2018 1:34 am

Re: CatsVisor HUD

Post by SchrodingCat »

Thanks !
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SchrodingCat
Posts: 3
Joined: Sun Sep 16, 2018 1:34 am

Re: CatsVisor HUD

Post by SchrodingCat »

It's updated !
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: CatsVisor HUD

Post by Gideon020 »

Nice job on this, loved using this with Final Doomer. Also, Final Doomer updated with three new weaponsets so hope there'll be a small update to integrate them into the ammo and weapon name system. :D
Dudweiser
Posts: 60
Joined: Mon Jan 08, 2018 5:54 pm

Re: CatsVisor HUD

Post by Dudweiser »

I don't suppose you can tell me which part of the file(s) I edit to make the ammo count/bars and pictures work with newly added weapons? It just says 0 at the side with no bars or ammo sprite even though it uses the same ammo as the rocket launcher.

Thanks
Dudweiser
Posts: 60
Joined: Mon Jan 08, 2018 5:54 pm

Re: CatsVisor HUD

Post by Dudweiser »

Code: Select all

if(StrIcmp(weapon, "DustGrenadeLauncher") == 0)      ammotype = "rockets", ammo = CheckInventory("RocketAmmo"), ammo2 = -1, weicon="PBROCK", weaponname = "Grenade Launcher", ammocapa = GetAmmoCapacity("RocketAmmo"), clipsize = ammocapa;
I tried this but it didn't seem to change anything lol



EDIT: Nevermind I got it working.
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